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Asha Bharambe. Game – Definition A game is a type of play activity, conducted in the context of a pretended reality, in which the participant(s) try to.

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Presentation on theme: "Asha Bharambe. Game – Definition A game is a type of play activity, conducted in the context of a pretended reality, in which the participant(s) try to."— Presentation transcript:

1 Asha Bharambe

2 Game – Definition A game is a type of play activity, conducted in the context of a pretended reality, in which the participant(s) try to achieve at least one arbitrary, nontrivial goal by acting in accordance with rules.

3 Essential Elements of a Game Play Participatory Freedom to act Pretending Magic Circle Goal Rules Gameplay

4 A series of interesting choices - Rollings and Morris Interaction that entertains - Dino Dini It consists of The challenges that a player must face to arrive at the object of the game The actions that the player is permitted to take to address those challenges.

5 Challenge types Physical Coordination Challenges Speed and reaction time Accuracy/ precision Timing and Rhythm Learning combination moves Formal Logic Challenges Deduction and reasoning Pattern Recognition Challenges Static patterns Patterns of movement or change

6 Challenge types Time Pressure Beating the clock Achieving something before someone else Memory and Knowledge Challenges Exploration Challenges Finding keys/hidden passages Maze Conflict Economic Challenges Creation/Construction Challenges

7

8 The Designer-Player Relationship  Designer  Player Game

9 The Designer-Player Relationship  Designer  Player CreatesConsumes Game

10 An Extreme Opposite Example: A Theatrical Play The “design team” knows: Script Lighting Acoustics Seating Intermissions

11 Games, on the Contrary The designer doesn’t know: When will the player play? How often? For how long? Where? With Whom? And most importantly... What will happen during the game?

12 Obligatory Editorial This lack of predictability is the essence of play. It should be embraced, not eschewed.

13 Games as Software Code

14 Games as Software Code Process

15 Games as Software Code Requirements Process

16 Games as Software Rules CodeRequirementsProcess

17 Games as Software Rules Activity CodeRequirementsProcess

18 Games as Software Rules “Fun” Activity CodeRequirementsProcess

19 A Design Vocabulary Rules“Fun” Activity CodeRequirementsProcess

20 Code RequirementsProcess Rules “Fun” Activity A Design Vocabulary Mechanics

21 Requirements Process “Fun” Game A Design Vocabulary Mechanics Dynamics

22 A Design Vocabulary Mechanics Aesthetics Dynamics

23 The MDA Framework MechanicsAestheticsDynamics

24 Definitions Mechanics: The rules and concepts that formally specify the game-as-system. Describes the particular component of the game, at the level f data representation and algorithm Dynamics: The run-time behavior of the game-as- system. Describes the run-time behavior of the mechanics acting on player inputs and each other outputs over time. Aesthetics: The desirable emotional responses evoked by the game dynamics.

25 The Designer/Player Relationship, Revisited  Designer  Player MechanicsAestheticsDynamics

26 The Player’s Perspective MechanicsAestheticsDynamics  Player

27 The Designer’s Perspective MechanicsAestheticsDynamics  Designer

28 Three “Views” of Games But they are causally linked MechanicsAestheticsDynamics

29 MDA in detail In this part, we discuss Aesthetics, Dynamics and Mechanics in detail.

30 The Designer’s Perspective MechanicsAestheticsDynamics  Designer

31 Understanding Aesthetics We need to get past words like “fun” and “gameplay.” What kinds of “fun” are there? How will we know a particular kind of “fun” when we see it?

32 Eight Kinds of “Fun”

33 1. Sensation Game as sense-pleasure

34 Eight Kinds of “Fun” 1. Sensation 2. Fantasy Game as make-believe

35 Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative Game as unfolding story

36 Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative 4. Challenge Game as obstacle course

37 Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative 4. Challenge 5. Fellowship Game as social framework

38 Eight Kinds of “Fun” 1.Sensation 2.Fantasy 3.Narrative 4.Challenge 5.Fellowship 6.Discovery Game as uncharted territory

39 Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative 4. Challenge 5. Fellowship 6. Discovery 7. Expression Game as self-discovery

40 Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative 4. Challenge 5. Fellowship 6. Discovery 7. Expression 8. Submission Game as mindless pastime

41 Eight Kinds of “Fun” 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as unfolding story 4. Challenge Game as obstacle course 5. Fellowship Game as social framework 6. Discovery Game as uncharted territory 7. Expression Game as self-discovery 8. Submission Game as mindless pastime

42 Clarifying Our Aesthetics Charades is “fun”Charades is “fun” Quake is “fun”Quake is “fun” Final Fantasy is “fun”Final Fantasy is “fun”

43 Clarifying Our Aesthetics Charades isCharades is  Fellowship, Expression, Challenge Quake isQuake is  Challenge, Sensation, Competition, Fantasy Final Fantasy isFinal Fantasy is  Fantasy, Narrative, Expression, Discovery, Challenge, Masochism Each game pursues multiple aesthetics. Again, there is no Game Unified Theory.

44 Clarifying Our Goals As designers, we can choose certain aesthetics as goals for our game design. We need more than a one-word definition of our goals.

45 What is an “Aesthetic Model?” A rigorous definition of an aesthetic goal States criteria for success and failure Serves as an “aesthetic compass” Some examples…

46 Goal: Competition Model: A game is competitive if players are emotionally invested in defeating each other. Success: Players are adversaries. Players want to win. Failure: A player feels that he can’t win. A player can’t measure his progress.

47 Goal: Realistic Flight Simulation Model: Flight dynamics match user expectations. Success: Match a mathematical formula Pass our “realism checklist” Failure: Counter-intuitive system behavior.

48 Goal: Drama Model: A game is dramatic if: Its central conflict creates dramatic tension. The dramatic tension builds towards a climax.

49 Goal: Drama Success: A sense of uncertainty A sense of inevitability Tension increases towards a climax Failure: The conflict’s outcome is obvious (no uncertainty) No sense of forward progress (no inevitability) Player doesn’t care how the conflict resolves On to Dynamics...

50 Dynamics Work to create aesthetic experiences. Challenge is created by things like time pressure and opponent play Fellowship can be encouraged by sharing information across certain members of a session ( a team) or supplying winning conditions that are more difficult to achieve alone (such as capturing an enemy base)

51 Formalizing Game Dynamics Rules Input Output State (Player) (Graphics/ Sound) The “State Machine” Model Examples: Chess, Quake

52 Models of Game Dynamics Again, no Grand Unified Theory Instead, a collection of many Dynamic Models. Dynamics models are analytical in nature. Some examples…

53 Example: Random Variable This is a model of 2d6: Chance in 36 Die roll

54 Example: Feedback System A feedback system monitors and regulates its own state. Room Too Cold Too Hot An Ideal Thermostat Thermometer Controller Cooler Heater

55 Example: Operant Conditioning The player is part of the system, too! Psychology gives us models to explain and predict the player’s behavior.

56 Where Models Come From Analysis of existing games Other Fields: Math, Psychology, Engineering… Our own experience On to Mechanics...

57 Understanding Mechanics Mechanics are the various actions, behaviors and control mechanisms afforded to the player within a game context. Together with the game’s content (levels, assets and so on) the mechanics support overall gameplay dynamics. There’s a vast library of common game mechanics.

58 Examples Cards Shuffling, Trick-Taking, Bidding Shooters Ammunition, Spawn Points Golf Sand Traps, Water Hazards

59 Mechanics vs. Dynamics There’s a grey area Some behaviors are direct consequences of rules. Others are indirect. “Dynamics” usually means the latter.

60 Mechanics vs. Dynamics There’s a grey area Some behaviors are direct consequences of rules. Others are indirect. “Dynamics” usually means the latter. Dynamics and Mechanics are different views of games.

61 Mechanics vs. Dynamics There’s a grey area Some behaviors are direct consequences of rules. Others are indirect. “Dynamics” usually means the latter. Dynamics and Mechanics are different views of games. Dynamics emerge from Mechanics.

62 Example: Time Pressure “Time pressure” is a dynamic. It can create dramatic tension. Various mechanics create time pressure: Simple time limit “Pace” monster Depleting resource

63 Part IV: Tuning Tuning is an iterative process. Test Analyze Revise


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